Esports Market worth 2,174.8 million USD by 2023 (1) - PowerPoint PPT Presentation

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Esports Market worth 2,174.8 million USD by 2023 (1)

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The overall esports market is expected to grow from USD 694.2 million in 2017 and is expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% between 2018 and 2023. The emergence of esports is expected to transform the outlook of sports industry. – PowerPoint PPT presentation

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Title: Esports Market worth 2,174.8 million USD by 2023 (1)


1
MarketsandMarkets Presents
Esports Market by Revenue Streams (Media Rights
(Subscription Online Advertisement), Tickets
and Merchandise, Sponsorship Direct
Advertisement, and Publisher Fees), and Geography
(North America, Europe, APAC, and RoW) - Global
Forecast to 2023 According to the new market
research report "Esports Market by Revenue
Streams (Media Rights (Subscription Online
Advertisement), Tickets and Merchandise,
Sponsorship Direct Advertisement, and Publisher
Fees), and Geography (North America, Europe,
APAC, and RoW) - Global Forecast to 2023", the
esports market is expected to be worth USD 926.3
million in 2018 and is expected to reach USD
2,174.8 million by 2023, at a CAGR of 18.61
between 2018 and 2023.
2
Media rights (subscription and online
advertisement), tickets and merchandise,
sponsorship and direct advertisement, and
publisher fees are the major streams that
contribute to the overall revenue generation of
the esports market. The increasing popularity of
video games and growing awareness about esports
are the major factors driving the esports
market. Dont miss out on business opportunities
in esports market. Speak to our analyst and gain
crucial industry insights that will help your
business grow https//www.marketsandmarkets.com/
speaktoanalystNew.asp?id144888301 Sponsorships
and direct advertisements to account for largest
share of esports market revenue by
2018 Sponsorships and direct advertisements have
a large contribution to the overall esports
market revenue. In the recent years, sponsorship
has witnessed a vast increase, bringing a whole
new dimension to the concept of professional
gaming. Sponsorships and direct advertisements
offer various opportunities to the brand owners
to directly reach to the game fans in an event.
Booths, video displays, posters, freebies,
interactive advertising, and many other creative
methods facilitate this reach to the brands.
3
Sponsorships and direct advertisements to
account for largest share of esports market
revenue by 2018 Sponsorships and direct
advertisements have a large contribution to the
overall esports market revenue. In the recent
years, sponsorship has witnessed a vast increase,
bringing a whole new dimension to the concept of
professional gaming. Sponsorships and direct
advertisements offer various opportunities to the
brand owners to directly reach to the game fans
in an event. Booths, video displays, posters,
freebies, interactive advertising, and many other
creative methods facilitate this reach to the
brands. Browse and in-depth TOC on " Esports
market" 60 - Tables 32 - Figures 132 - Pages
  View more detailed TOC _at_ https//www.marketsan
dmarkets.com/Market-Reports/esports-market-1237594
65.html
4
Asia Pacific currently leads esports market in
terms of market value APAC is the largest market
for esports owing to the presence of key game
publishers and event organizers, such as Tencent,
Alisporst, and Nintendo. Further, the increasing
investments from sponsors and advertisers are
fueling the demand for esports in this region.
The growth of this industry can be attributed to
the increasing number of esports competitions in
the region. Asia has always been an attractive
market for the gaming industry, especially owing
to the ease of entry, compared to other markets.
Moreover, a number of esports spectators,
sponsors, and brands from the western countries
are increasingly investing in the market in this
region. Request for Free Sample Report
_at_ https//www.marketsandmarkets.com/requestsampleN
ew.asp?id123759465 The esports ecosystem
comprises companies such as  Modern Times Group
(Sweden), Activision Blizzard (US), FACEIT (UK),
Total Entertainment Network (US), Gfinity (UK),
Turner Broadcasting System (US), CJ Corporation
(South Korea), Valve Corporation (US), Tencent
(China), and Electronic Arts (EA) (US). This
report also covers the following prominent
players Hi-Rez Studios (US), KaBuM (Canada),
Wargaming Public (Cyprus), Rovio Entertainment
(Finland), GungHo Online Entertainment (Japan),
and Alisports (China). Online streaming companies
such as YouTube(US), Twitch (US), Facebook (US),
and Beyond the Summit (BTS) (US).
5
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